NVIDIA Developer Zone

Search

Search results
Hardware Shadow Mapping
GPU Gems: Chapter 12. Omnidirectional Shadow Mapping

In the creation phase, we render the squared distance from the light source of all objects that cast shadows into the shadow map texture (we'll see why the ...

Chapter 14. Perspective Shadow Maps: Care and Feeding

The difference between the algorithms for shadow volumes and shadow mapping comes down to object space versus image space: Object-space shadow ...

GPU Gems: Part II - Lighting and Shadows

Perspective shadow maps strive to reduce or eliminate shadow map aliasing artifacts by maximizing shadow map texel density for objects that are projected to ...

GPU Gems 3: Chapter 10. Parallel-Split Shadow Maps on ...

This means the aliasing error in standard shadow maps increases hyperbolically as the object moves near the view plane. Like standard shadow mapping, the ...

GPU Gems 2: Chapter 17. Efficient Soft-Edged Shadows Using Pixel ...

Shadow maps scale very well as the triangle count increases, and they can even work with objects that have partially transparent textures. These properties ...

Headlights - NVIDIA Developer Forums

... shadow mapping based on the QtForwardShadowMapping sample. ... in any visible shadows, because they are exactly behind the objects.

Rendering shadow correctly - NVIDIA Developer Forums

Throwing shadows only from the back faces of your objects will not help your .... the same things with the simpler Forward Shadow Mapping.

NVIDIA PerfHUD | NVIDIA Developer Zone

Texture View. Visualization of 2D textures, 3D textures, shadow maps, cube maps and render targets; New! Full screen texture/render target visualization. New!

GPU Gems: Part II - Lighting and Shadows | NVIDIA Developer Zone

Jul 16, 2009 ... Perspective shadow maps strive to reduce or eliminate shadow map aliasing artifacts by maximizing shadow map texel density for objects that ...